Players start out with the base stats from their Class and can add modifier stats from their Skill Tree as they level up. Together, Class and Skill stats form Base Stats, which are viewable from the Character Sheet. Combat may temporarily raise or lower your stats, but they are restored to your Base Stats once the encounter ends. (For Roleplaying purposes, however, Dungeon Masters may choose to maintain the HP stat of players when combat ends.)
Player Base Stats include:
HP: Health Points. When your HP reaches zero, you are either Fallen or Dead.
ATT: Attack. The primary damage stat for physical attacks.
DEF: Defense. The primary stat for mitigating damage from physical attacks.
INT: Intelligence. The primary damage stat for elemental or spell damage.
RES: Resistance. The primary stat for mitigating elemental or spell damage.
Mana Regen: Players regenerate mana at the beginning of every combat turn. The base rate is 1 mana per turn, but this can be increased by Skills as the player levels up.
Each Class has 3 Weapons to choose from. Each weapon comes with two abilities; a Basic Ability and a Special Ability. Three more abilities can be unlocked through the Skill Tree as the player levels up; a Support Ability, an Attack Ability, and an Ultimate Ability. Abilities have the following attributes:
Weapon ATT: Weapon Attack. An optional stat used by some attacks/abilities in calculating damage or healing. Weapon ATT is not specific to Physical or Elemental damage, it simply adds to the total damage or healing.
Accuracy: Every ability has an Accuracy rating. See the section on Combat Accuracy for more details.
Mana Cost: Every ability other than Basic Abilities has an associated Mana cost required to perform the ability.
Buffs: Many abilities can provide buffs for the player and/or their allies, typically in the form of temporary stat bonuses.
Debuffs: Many abilities can inflict debuffs on one or more enemies. Debuffs may include periodic damage, stuns, and temporarily decreased stats.
Beginning an Encounter
Combat Encounters occur in every game mode. In Roleplay Mode, the Dungeon Master can initiate a Combat Encounter at any time. An important element of Combat Encounters is the Encounter Objective, which is defined either by the game mode or the Dungeon Master. The default Encounter Objective is to defeat all enemies. Other Encounter Objectives include defeating the enemy within a certain number of turns, or surviving a certain number of turns.
A combat encounter begins by selecting the initiating party, who will attack first. Players will be the initiating party by default unless the Dungeon Master decides otherwise.
Each turn, Players will choose amongst themselves the order in which they attack. This allows players to cooperate in finding the best strategy to accomplish the Encounter Objective. When it is a Player’s turn to attack, he selects one of his Abilities to use. If he selects an attacking Ability (or some of the debuffing Abilities), he then chooses the enemy/enemies he will target and then performs an accuracy roll.
Combat Accuracy (Miss/Hit/Crit Roll)
Accuracy Rolls (also called Miss/Hit/Crit Roll) determine whether or not the chosen Ability misses, hits an opponent, or critically hits an opponent. Accuracy Rolls are performed using a six-sided die broken up into three ranges; Miss/Hit/Crit. For example, the standard Accuracy Roll is 1/4/1 probability, which means rolling a 1=Miss, rolling 2-5=Hit, and rolling a 6=Critical Hit.
Triple (3x) Crit
Triple (3x) Crit, Double (2x) Miss
Triple (3x) Miss/Crit
Double (2x) Crit
Double (2x) Miss/Crit
Triple (3x) Miss, Double (2x) Crit
Double (2x) Miss
Triple (3x) Miss
Damage is calculated very simply. For physical attacks, it is the total damage of the attacker minus the defender’s DEF. For elemental attacks, it is the total damage of the attacker minus the defender’s RES. (To quickly tell if an attack is Elemental or Physical, look at the Damage calculation in the Ability Description. Elemental attacks use INT, Physical attacks use ATT). Critical hits deal double damage, unless otherwise specified in the Ability description.
Advanced Combat Tips
A recommended strategy is to choose attack order based on the type of ability each player plans to use. For instance, a solid tactic is to plan attacks in the following order: Ally Buffs > Enemy Debuffs > Healing > Attacks.
Enemy Defense Type
Every Damage Class and every Ability in the game is designed to be effective against a particular type of enemy Defense Type. Examining your enemy’s Defense Type and matching them to the proper member of your party is the key to winning tough encounters against strong enemies. There are 4 enemy Defense Types, and each of them are vulnerable to a certain type of damage. They are:
HP Type: Enemies with high HP. Vulnerable to Classes with high raw damage output.
DEF Type: Enemies with high DEF. Vulnerable to Classes that use Elemental Attacks or DEF-piercing Physical Attacks.
RES Type: Enemies with high RES. Vulnerable to Classes that use Physical Attacks or RES-piercing Elemental Attacks.
DEF + RES Type: Enemies with high DEF and RES. Vulnerable to Classes that have DEF-piercing Physical Attacks or RES-piercing Elemental Attacks.
Create a Balanced Party
Having a balanced party with a diverse set of abilities is vital to your success. Ideally, a party should at least consist of a Tank, a Healer (or several damage classes with healing abilities), and Damage Classes with abilities for each type of enemy Defense Type. This allows your party to handle anything that comes their way.
Support Your Allies
Supporting your allies is essential to defeating difficult bosses as the game progresses. For example, if everyone fires off their own Ultimate Abilities on the same turn, the overall damage output of your party will suffer. However, if you coordinate taking turns and having only one ally uses his Ultimate Ability while everyone else uses their Support Abilities to boost his damage, the overall damage output of your party will increase dramatically. ‘